I love the smooth animation to this game, and the way the spirits look. If you're making a bigger version of this, I'd like to see more upgrades, and maybe like gargoyles. but I think a really cool place to take this is to unlock a coven that gives you different "areas"to swap to and your ultimate goal is to get enough souls to unleash a spoopy spell
Even from a testing standpoint, the 50k is a little much... Maybe 10k would have been ok, but 50k is WAY too much, especially when the T2 cards don't even begin to close that gap. I'd suggest making the most optimal build you can with T1, then assuming the player will pay attention for 5 more minutes before T2. That said, I like the idea, and look forward to whatever you put out next.
Can we get a "Speed mode" for auto attack? Now that every match opens a chest, it's added a few seconds to each battle. It'd be nice if we could cut autoattack down to like 3 seconds and maybe double the battle speed.
I think I found a slight bug... I currently deal over 2.5M damage per hit, and then crit 2x every single time (105% crit.) meaning I do 5M damage per hit. Legendary Xuid's have 2M Hp, but it takes 2 hits to kill them. Why do they register as having 2M HP, if it takes 10M dmg to kill them? Also, for your financial woes with this game, put in a paypal link. I'm sure someone would like to donate to you for this game.
Since everyone has started giving hints, I'd like to supply my own. Ignore health and armor at the beginning, just pump damage. If you raise the health and armor of one of your heros, you raise the health and armor of the enemies. So if you have really high damage, you can clear out an enemy in a few hits, rather than having a stalemate. This does break down a bit later on, so do remember that you will eventually need health and armor, but not for the first 15 floors.
So, the game gets easier after the first 15 floors... but the problem is, every 5 floors you hit a concrete wall to climb over, namely floor 10. Dev, for the first 10 floors, consider removing the "insta heal" thing for the first play through, or reduce the damage of the fire demons.
One problem with this game: It changes the rules very suddenly and without telling the player, "Suddenly there are burnt kernels"... This is not great game design.
Suggestion: Unemployed workers cause happiness to a point. You could think of it as an unlisted "Entertainer" job. As this job fills, people's mood improves, but when it fills and actual unemployed people are just sitting around, it starts to hurt mood.
Ok, Mr. developer. I was trying to finish this game before commenting, but this is teeth crackingly frustrating. Please implement a miss system. Give us 5 misses per song, and when we miss, just teleport us onto the node, as if we had gotten it. This method will solve 2 issues. First and foremost, it'll bring that horrific difficulty down. Second off, it gives the player a reason to play your game longer. I would like to play the 1-x song again, but don't want to put up with having to do it perfectly to listen to it.
I can't figure out why, but my game will not save, regardless what I do. Short of maybe clearing my cache entirely (removing the game save) I don't know how to fix this.
So... everyone has said most of what I have to say already, so instead of beating a dead horse, I'll make another point... Developers, make a debug version for yourself. In this debug version, put a counter for each coin that disappears, rather than be collected. Have said counter displayed at the end screen, and multiply that by the same amount you multiply the players money by, and display "total money collected" and "total money missed" side by side... My guess is, the money missed will be well over equal to the money collected. This is a problem, and a big one, and grounds for me to say you didn't test this very well.
Toggle: If (music_setting) -> music volume = 100, else music volume = 0. Then put a button in the game to make it so you can set "Music setting" to "true" or "false", and just have the game check that if statement every tick.
Finally, you may want to make a new game and leave this behind. Try to make something new from scratch. Good luck, Thelyer, keep going, good game design starts when you keep pushing to learn from your mistakes.
I started a new game as you suggested I've put it up on Kongregate. It's called R.C Escape I'll try to put your other suggestions into place here as well.
Next the camera, you made the camera clip less because it's harder for the camera to clip, but you did not fix the issue. Right now, play your game, and back up against a wall, the camera will clip. you have to make it so that when it hits a wall, it stop moving in the x or z axis towards that wall. As I said about a year ago, tags are the best way to do that. Now lighting, and this bleeds into the models thing. You're using blocks for everything, which is nice, and it fits well with our idea of a wall, but you should use planes instead. Unity gives you a nice one, and when light shines on it, it has a much, much more fine lighting effect to it, give it a test. Finally, for just bits and pieces. You can disable physics on certain objects, or even movement along an axis. With this game, the cart is only concerned in the x axis, so disable to y and z axis, this will make it literally impossible for the cart to fall over.
So, Better late than never, I suppose. You're taking the time to work on your game, so I'll take time to help you develop it. First off, the music needs to have a toggle. It's cute, but get's old long before 100 seconds are up. Models next, when you're using textured models, you NEVER want them to clip. Not even a pixel. If one wall ends at 1001, the next wall begins at 1002. Clipping is something very off putting to look at, and it matters rather little here, but you should keep it in mind for your next game. Also, when making models, pick a size, let's say "100, 5" that is the size of your wall, and it can be rotated, but it will never be longer than that. See the outer most walls, how bad their textures look? It's because they're stretched way too far.
I started a new game as you suggested I've put it up on Kongregate. It's called R.C Escape I'll try to put your other suggestions into place here as well.